| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var battle_box = 3154; |
| 4 |
var ball_offset = 30; |
| 5 |
switch (attack_tick) |
| 6 |
{ |
| 7 |
case 30: |
| 8 |
var x_origin = battle_box.x; |
| 9 |
var y_origin = battle_box.bbox_top - 50; |
| 10 |
var ball_dir = 270; |
| 11 |
var i = ball_dir - ball_offset; |
| 12 |
while (i <= (ball_dir + ball_offset)) |
| 13 |
{ |
| 14 |
var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno); |
| 15 |
ball.direction = i; |
| 16 |
ball.alarm[0] = 30; |
| 17 |
i += ball_offset; |
| 18 |
} |
| 19 |
break; |
| 20 |
case 90: |
| 21 |
var x_origin = battle_box.bbox_left - 50; |
| 22 |
var y_origin = battle_box.y; |
| 23 |
var ball_dir = 0; |
| 24 |
var i = ball_dir - ball_offset; |
| 25 |
while (i <= (ball_dir + ball_offset)) |
| 26 |
{ |
| 27 |
var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno); |
| 28 |
ball.direction = i; |
| 29 |
ball.alarm[0] = 30; |
| 30 |
i += ball_offset; |
| 31 |
} |
| 32 |
break; |
| 33 |
case 120: |
| 34 |
var x_origin = battle_box.bbox_left - 25; |
| 35 |
var y_origin = battle_box.bbox_bottom + 25; |
| 36 |
var ball_dir = 45; |
| 37 |
var i = ball_dir - ball_offset; |
| 38 |
while (i <= (ball_dir + ball_offset)) |
| 39 |
{ |
| 40 |
var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno); |
| 41 |
ball.direction = i; |
| 42 |
ball.alarm[0] = 30; |
| 43 |
i += ball_offset; |
| 44 |
} |
| 45 |
break; |
| 46 |
case 175: |
| 47 |
var x_origin = battle_box.bbox_right + 50; |
| 48 |
var y_origin = battle_box.y; |
| 49 |
var ball_dir = 180; |
| 50 |
var i = ball_dir - ball_offset; |
| 51 |
while (i <= (ball_dir + ball_offset)) |
| 52 |
{ |
| 53 |
var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno); |
| 54 |
ball.direction = i; |
| 55 |
ball.alarm[0] = 30; |
| 56 |
i += ball_offset; |
| 57 |
} |
| 58 |
break; |
| 59 |
case 250: |
| 60 |
instance_destroy(); |
| 61 |
break; |
| 62 |
} |
| 63 |
attack_tick += 1; |